diff --git a/appendix/04/README.md b/appendix/04/README.md index 6e78c95..5b0e1db 100644 --- a/appendix/04/README.md +++ b/appendix/04/README.md @@ -48,7 +48,7 @@ SO! ready? off we go! -### strong types +### Strong types ![first search result for 'strong type' on Google Image, on the 2016/05/20](strong_type.jpg) When you come from JS or any untyped language, **typing** your variables is an alien concept, making **typing** the hardest step to take towards GLSL. @@ -202,7 +202,7 @@ And the clever bunny you are already noticed three things: So depending on whether you're manipulating 2D or 3D coordinates, a color with or without an alpha value or simply some random variables, you can pick the most suited **vector** type and size. Typically 2D coordinates and vectors (in the geometric sense) are stored as a `vec2`, `vec3` or `vec4`, colors as `vec3` or `vec4` if you need opacity but there is no restriction on how to use the vectors. -For instance, if you want to store only one boolean value in a `bvce4`, it's possible, it's just a waste of memory. +For instance, if you want to store only one boolean value in a `bvec4`, it's possible, it's just a waste of memory. **note**: in a shader, color values (`R`, `G`, `B` & `A`) are normalised, they range from 0 to 1 and not from 0 to 0xFF, so you'd rather use a Float `vec4` than an Integer `ivec4` to store them. @@ -417,7 +417,7 @@ banana( value ); console.log( value );// > 0 ; the changes are not taken into account outside the function ``` -With arguments qualifiers, you can specify the behaviour of the the arguments: +With arguments qualifiers, you can specify the behaviour of the arguments: * ```in``` will be read-only ( default ) * ```out``` write-only: you can't read the value of this argument but you can set it * ```inout``` read-write: you can both get and set the value of this variable